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nominesine

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Everything posted by nominesine

  1. The new command joinAs should be able to make a new unit take up a specified role in his new group. player joinAs [_group, 4] Does anyone know what the number specifies. How many slots are there?
  2. Yes, quite. As a sidenote: Women are allowed to drive cars in ArmA2, but they cannot drive a motorcycle. They're only allowed to ride as passengers with male drivers, because of missing biker animations for female models. Talk about stereotypes, eh? I haven't tested if women are allowed to vote in Chernarus yet. I suspect not ;)
  3. nominesine

    Ambient Combat Module

    I've placed my ACM (nomin_acm1) on the map, synched it with a playable group and given it the following command in ininit.sqf: [0, nomin_acm1] call BIS_ACM_setIntensityFunc; Hence no unit will spawn around my group until I raise the value 0. I only want the action to start when the players group enters a certain trigger area. Thus I feed my ACM the following line of code when the player enter the trigger: [1, nomin_acm1] call BIS_ACM_setIntensityFunc; That should work, right? And now some questions. 1) Can I execute the code [1, nomin_acm1] call BIS_ACM_setIntensityFunc; directly from the triggers activation field? I cannot see any reason why not, so... 2) What happens if a player Joins in Progress after the change is made. Will this init-launch revert the ACM to it's zero setting again? 3) Is it possible to make all changes of the ACM values from a script that is only running on the server in a MP game? Or does the ACM values also need to be changed on all clients in a network game.
  4. nominesine

    1-6 Behind Enemy Lines

    Version 0.95 is significantly more difficult than it's predecessors. I tried it with Laggy playing as our team leader (thinking that the mission designer would be able to beat his own creation). We still failed miserably despite three attempts :)
  5. nominesine

    1-6 Behind Enemy Lines

    Had another go at this one all by myself last night. Damn! This mission is hard to beat. Almost three hours of overland trekking, dodging bullets, hiding in desolate barns and crawling through dense forests to avoid being shot. And I still didn't make it back to base. But I hade great fun. Has someone tested the mission with only human players and no AI in the team?
  6. nominesine

    Retaliation in ArmA2

    @nikita OK. Thanks for fast reply.
  7. Does anyone have a copy of the stringtable for the english version of the old Retaliation campaign that was made for OFP? My version of the campain, and all the versions I've been able to find on internet, are in russian only. I distinctly remember that there was an english version as well back in the good old days. I'm trying to port one of the campaign missions from OFPs Retaliation to ArmA2, and need help translating part of the spoken dialogue. Namely the helicopter mission, featuring a singning door gunner who's mocking his pilot as their chopper get's lost at sea, if anyone remembers that scene. I speak russian on a very basic level and would really need some help to get this project going again. A stringtable or a download link to the english version of the campaign would suffice. Sidenote: Does anyone know who made the Retaliation campaign? Are any of the original mission makers still active in the community? I'd like to ask heir permission before I release anything borrowed from the original campaign.
  8. nominesine

    Retaliation in ArmA2

    Wrong thread I presume:j:
  9. nominesine

    The Campaign: How can you put up with it?

    I spend most of my days in the editor: Building, watching and learning. Can sit for weeks if my wife allows me. I nevertheless found some time to start the campaign in MP mode wth a friend last week and we've played through the first six missions during three evenings. It totally rocks. :bounce3: But I am also amazed at all self appointed experts who claims to know how ArmA2 should really have been designed to begin with. Can't you see the irony here? You have a game that let's you do everything you want wth it. You can affect every setting, change every model, tweak AI behaviour, etc etc. Remember Nike's classic slogan from the late 1980's: "Just do it!" Instead, my hat goes off to the person who compared ArmA2 to LEGO a few posts up, claiming it "is only really limited by our imagination". Well spoken. I'm a LEGO-kind of guy myself. Never cared much for shiny action figures back when was a kid.
  10. nominesine

    1-6 Behind Enemy Lines

    I took part in the final BETA-test of the mission yesterday and even though I've played through the mission more than 20 times it still amazes me. The 0.95 version seems to be the "release" version, since Laggy asked Ofpec to review the mision as well. Version 0.95 highlights include: Higher difficulty An outstanding outro Some really scary artillery attacks I totally recommend it. It's a top notch quality mission. At the moment, Behind Enemy Lines is THE bes mission available for ArmA2, in my humble opinion.
  11. Too bad there aren't any american islands made yet. It would make a perfect setting with those prerequisites if you play Opfor instead ;)
  12. nominesine

    1-6 Behind Enemy Lines

    I'm sure Laggy will appreciate it. Remember that he cannot see any feedback you give him in this thread though. But we still allow him to visit Ofpec, as long as he's kept on a tight leash ;)
  13. nominesine

    Interface discussion

    Having the radio/watch/map/compass/GPS as fully working inventory items was a brilliant addition to the new game. One that I would like to see developed in future versions of ArmA2. Presently, having a radio in your inventory system gives you access to all radio channels (group, side, global, etc). Why not introduce another long range radio to go with the soldiers personal intercom. Merely carrying the small intercom (taking up a pistol magazine slot in the inventory) would then limit the player to group channel only. The long range radio (taking up a secondary weapon slot) would give access to the side- and global channels. A group member carrying the long range radio should automatically relay all side commands as group radio. Your team would then need a radioman, to communicate with other squads on the same side, but will still be able to maintain a proper chaon of command internally, even if the radio bearer get's shot.
  14. nominesine

    [SP/COOP1-7]Dungeon & Dragon - BETA

    There are indeed a few things going on behind the scenes in this mission, as you may notice if you maintain a good situational awareness throughout the mission. The "busy" message will be sent if you request insertion/extraction while the helicopter crew is en route to another location. If your feeling impatient, look for other means to get back to base. Spontaneous curiosity does pay off in this mission. Unfortunately the 0.75BETA-version contains a scripting bug that can cause the helicopter to become stuck between two waypoints in SP mode (aproximately 10% chance, depending on player interference). This bug will be corrected in a future release. Meanwhile: When the helicopter says it is busy, assume that it really is doing something more important then acting as your personal taxi ;) The lack of medical assistance is intentional. Also note that there is absolutely no respawning in the mission and teamSwitching is disabled for all players. The best workaround for you as a player is: Don't get shot!
  15. Dungeon & Dragon Click for custom teaser video [20Mb]Designer: NomineSine Version: 0.75 BETA Built with: ArmA2 1.02.58134 Multiplayer: Up to seven players (COOP) Single Player: Yes (no TeamSwitch) The mission is now available to BETA-testers. Download it at OFPEC if you want to test it. Mission overview: Two small USMC teams, codenamed DUNGEON and DRAGON are inserted on Utes to conduct a routine patrol. Dungeon & Dragon is a multiplayer mission for ArmA2 where players are presented with challenges that they do not only have to handle in game, but also encourages them to address them in a roleplaying fashion amongst themselves. Emphasis is on logistics, rather than action. Make sure your teams move in, execute their plan and extract at the correct time. Smokesignals and radio messages are not only important for the players' immersion. The AI will react to them as well. Dungeon & Dragon is inteded to be the first part in a short MP campaign. The difficulty level of this first mission is quite low. It is also adapted for single play. Place it in Scenarios folderor MP Missions. Bear in mind though, that situations may arise in SP mode that the AI cannot handle equally well as a human player would. Features: * Custom sound and voice acting with a "Flashpoint Feeling" * Dynamic briefing, developed in game * Lots of eye candy for everyone who likes to wander outside of normal mission borders * A bug or two that needs more attention I would like BETA tests of the mission in MP as well as in SP mode. Thanks in advance.
  16. nominesine

    1-6 Behind Enemy Lines

    @1212PDMCDMPPM: The only thing you seem to have missed is that it is a heavily randomized mission that will never play the same way twice. As the feedback given here and elsewhere implies it can sometimes be a walk in the park, sometimes a real killer. But you cannot know in advance. That's the beauty of it. @alpha-kilo:The mission is still undergoing testing in the OFPEC BETA Test Forum. The mission is attached to the first post in the thread. Scroll down and click on the download link. The current version is 0.92 BETA. I suspect that the final version will only contain very small changes compared to the one provided, if any. In my opinion it's almost flawless as it is.
  17. nominesine

    1-6 Behind Enemy Lines

    Totally agree on that one.
  18. Can someone please explain the difference between these two settings: Interface resolution and 3D resolution What do they do and how are they related to each other?
  19. It's a bit complicated and not generic in a way that let's you copy the soultion and paste into another mission straight off. I just mentioned it so you can study it, and steal anything you like. Permission to do so is hereby given. Have a look at it in the editor. The setup works something like this: 1) Player group leaders carrying radios will have separate channels for communitcating with the helicopter: 'Order Insertion' and 'Order Extraction' 2) When insertion is ordered the helicopter will take off (make sure to be on board) and follow a scripted path (script = nomin_insert.sqs) towards the designeted LZ (represented by a moveable marker named nomin_LZ on the map). Once the group leader jumps out all his squadmembers are automatically ejected next to the chopper, who will then take off and return to base. 3) A similar system is used if you order Extraction. All players now recieve an eventhandler 'fired' wich enables them to select a new LZ for the Extraction, by throwing a green smoke grenade. It can be a handgrenade or a round from an M203. The helicopter will try to land as close to the grenade guy as possible, but only if the pilot can see the smoke. 4) The helicopter is then forced down gently at the designated spot, using simple scripting. It will not take off again until it get's a thrird radio command from the group leader in need of transport (Takeoff = 0-0-3). This option becomes available to the group leader ordering the Extraction when he has fired his smoke grenade and the chopper has begun it's landing procedure. 5) The chopper will then return to it's starting point on the USS Khe Sanh carrier deck. That should give you enough information to rumage around in the mission folder, I believe. The triggers that affects the helicopters are positioned in a rough circle around the chopper itself inside the editor. The example provided let's you use the aircraft carrier as starting point and end point for Utes-missions, with working two way AI-controlled helicopter transport. And as I said: it's a mission specific solution that can't be copied straight off. But I'm quite pleased with it and it might give you some fresh ideas. Head over to Ofpec if you need help ripping the mission open. Happy editing.
  20. I've reached a point where i have to reinstall ArmA2 from scratch to make it work. It's been a long time since I did anything like this. And frankly, I'm nt good with computers (I just happens to like this game a lot). Can someone confirm that I'm about to do things right: 1) I make copies of user created missions/saves/etc 2) I run the uninstall software 3) I manually delete any remaining folders from the previous installation* *) It's the third part that leaves me puzzled. Does ArmA2 place content anywhere else than in Documents and Programs folders? OS is Windows Vista - Home Edition.
  21. nominesine

    How to Uninstall/Reinstall?

    Roger that! Thanks bhaz. I havent decided if I'm going to fiddle with the registry yet. Hope I don't have to. But now at least I know how it's done, if I should change my mind.
  22. I tried to patch my game from 1.02 to the 58134-build version, wich seems to have worked just fine. With one exception. The startup screen now says 1.02 58134. But I still havent recieved the option to switch on anti aliasing in the settings. That leads me to suspect that only part of the patch worked correctly. I would prefer to avoid a complete reinstall of ArmA2. Is it possible (and adviceable) to apply the same patch a second time? Will it make any difference? Is there another solution to the problem?
  23. nominesine

    Patch problem 1.02.58134

    Point taken. But I still don't like the fact that I should be able to enable AA (theoretically speaking) and finding out the the aforementioned patch didn't give me what it apparently gave everybody else. Damn I'd forgotten just exactly how buggy these BI games could be. Still love 'em though. Bugs or no bugs :)
  24. nominesine

    Too few enemy units

    :bounce3:That's the spirit!
  25. nominesine

    Too few enemy units

    Now, that sounds familiar... Koslowski: "War is boring. Anyone else bored?" Other Guy: "You should learn to appreciate any downtime. It makes combat more exciting." Koslowski: "OK, I spy with my little eye, something beginning with... G." Other Guy: "Gun?" Koslowski: "Er... No, it's not gun." Other Guy: "It's gun! I saw you looking at it. Jeez, you even cheat at I-Spy." Koslowski: "It's not gun, it's... jeep." Other Guy: "Jeep doesn't start with G, you meathead." Koslowski: "OK, OK, not jeep, I mean... grass." Other Guy: "Grass!?!" [srgt. Berghof arrives and interrupts the scene]
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